I have been running a converted Giantslayer campaign in PF2 and loot probably takes the longest prep time (although prep for monsters/npcs is significantly reduced, so still a time saver). My approach has been to go through the entire adventure and note all the important items (e.g. Agrimmosh, Nargrym's Steelhand, etc) to ensure those are included (and respeced). Then fill in the remainder based on the treasure charts. You can see an example here from Book 1 how I track it. We have six PCs so they get quite a bit extra.
I've noticed that for druid's that choose the Wild or Animal orders as their initial paths, it can be hard for them to become a "dual-order" druid concerning the number of focus points they receive. Suggestion: For the next errata, include the following line to the Order Magic feat: "If you currently have a focus point pool of 1, increase the number of Focus Points in your focus pool by 1 (to a total of 2)." Reasoning: This ensures that it doesn't matter as much which order the druid character started out, they end up with the same number of focus points at level 4 and beyond. It seems silly that the initial order should effect the number of focus points at Level 4 after taking two feats to become part of another order. If the player rebuilt their character, swapping their initial order for Leaf or Storm, they'd have nearly the same build (difference in starting skill training), but they'd have 2 focus points.
I agree that shields have straps (that is clear via Pg. 273, Table 6-2) with required Interact action to remove.
But I would argue that a raised shield is in the character's grasp. They must grasp it to hold and use it. Therefore, based on this logic, a Success on Disarm would weaken the grasp on that shield. Is that enough to negate its circumstance bonus to AC? On this I am unsure how best to proceed. On a Critical Success, I have no doubt that it should remove the circumstance bonus to AC. The character has NO grasp on the shield. Because of the strap, however, the shield rules would override the Disarm rules, and the shield remains strapped to the arm. Upon GM fiat, perhaps rolling a natural 20 can result in the strap itself being cut, provided the attacker is wielding an appropriate slashing weapon.
You make some good points about checks vs DCs. Based on that logic, it would not make sense to reduce the circumstance bonus to AC through a success. One option would be to have a Success provide the usual +2 bonus to future Disarms for the round. With Critical Success knocking the shield from the hand (thus negating the circumstance to AC for the round), but due to the strap the shield is not dropped. With this in mind, one could either make it cost an additional Interact action to grab the shield back into hand, OR make that free with a Raise Shield action. Thoughts?
After mulling this over between our game sessions, I'm inclined to agree with Nightfox on this. Until I get an official Paizo ruling here, I feel that a successful Disarm should have a benefit and should negate any contributing circumstance bonuses to AC from the shield for the round. After all, the PC still has to use up a precious action to do so (and likely using their even more precious first and highest attack bonus to have any real chance of success against most opponents). Likewise, I like the cinematic effect of knocking the shield so hard on a critical success that it rips the shield off of their arm. I'm also thinking I will add the shield's circumstance bonus to the defender's Reflex DC, since the shield is indeed strapped to their arm and its entire purpose is defense, so it should not be as easy to disarm a shield as it is to disarm a regularly held object.
It seems unclear to me how disarming works with shields. 1) If a PC successfully performs a Disarm action on an opponent, does a -2 circumstance penalty apply to the shield's AC bonus (thus negating any benefit)? 2) If a PC critically succeeds on a Disarm action, presumably the shield is dropped to the ground. But what if it is strapped? Besides Bucklers, are other shields strapped to the arm?
I have created a handy spreadsheet to help GMs with crafting monsters and NPCs. This uses the rules presented in the recently released excerpt from the Gamemastery Guide: Monster and Hazard Creation. You can choose the level and template of the creature, the other statistics will then be populated. Enjoy! Get it HERE
Malk_Content wrote: For low magic did you consider banning the casting classes BUT allowing their multi class archetypes? That's an interesting idea, but no. I don't typically mind the PCs being magical (they're supposed to be special and unique). They just have a hard time finding magical items. There are no magic shops. But alchemy is more normalized, so elixirs are not so hard to obtain. Additionally, NPC priests are simply preachers, they cannot cast divine spells. There is no real communication with the gods. Clerics are rare and wonderful, and even they do not know where their powers truly come from.
Lanathar wrote: Could you please provide some more examples of how the modularity really helps here? For instance, it's quite easy to list which Heritage or Ancestry feats are not allowed due to not lining up with how a particular race is portrayed in the setting. In PF1 (or prior), you'd have to come up with alternative abilities or adjustments, since most powers weren't selected from a list, but were simply given. PF2 allows access and restriction without creating more work for myself or weakening my player's characters.
Last year I adapted my homebrew world of Enelis (running about 20 yrs now) to PF2 (using the playtest rules for now). It's a world/setting that has transitioned from 2ed -> 3ed -> PF1 -> PF2_PT. So far, I have found PF2 to be the easiest ruleset for setting customization, mostly due to PF2's modularity. For our case, Enelis is a low-magic (think LotR) fantasy setting. This was a particularly hard setting to pull off in the 3ed->PF1 era due to magic items being an integral part of the character system. Thankfully the automatic bonus progression system became available to alleviate some of the mismatch between game-rules and world setting. PF2 has made my setting really come to life in a way that I had always imagined, without having to gloss over rules-mechanics and other game mechanisms to try to make it 'fit'. It's easy to turn options on/off to maintain world consistency without taking away from the players' options.
Loreguard wrote: I don't see where you actually use Stamina in any of the rules you suggested. Correct, Stamina is purely for flavor. I didn't want to increase any extra tracking, nor deviate too much from the normal rules. I just describe the action differently based on where their HP ends up. Loreguard wrote: That seems like it makes death at low levels extremely unlikely. At first it may seem like this is more lenient on players, however, we have already had one character killed and another with a permanently broken clavicle (wounded). These rules allow a character to fully suffer from near-death, without completely taking them out of the game in the same way.
The Wounds and Vigor alternative system was a great way to add more realism and grittiness to combat without requiring too much additional book-keeping. This system provides much of the same benefits for the Pathfinder Playtest rules. I have not been a fan of the Dying system in the current playtest. Our group had been using the Stamina and Health system from PF1 in a previous campaign, and greatly enjoyed it. This is my attempt to recreate that system for the playtest rules. Feel free to use these rules for your own games. I'm not interested in feedback.
Stamina and Health
Summary. This system subdivides all character’s Hit Points (HP) into two pools, Health and Stamina. HP serves as a measure of where the character falls along these two underlying pools. The following chart summarizes how a character’s normal maximum HP is subdivided into Health and Stamina. Stamina: Stamina represents the ability to take hits and keep going, near misses which may cause minor bruises and scrapes, and otherwise the ability to reflexively turn deadly blows into less serious ones. Health: This represents your physical health and the actual damage received on a character’s physical body. A character’s HP can now be decreased into negative numbers. A character dies when their current HP is equal to or less than the negative value of two times their Constitution score. Thus, hardier character’s (with higher Constitution scores) can take more damage before dying. Winded Threshold
Injured Threshold
The dying condition is removed as soon as the character’s current HP increases to a value greater than 0. If a dying character is conscious, they may choose to take an action on their turn, but after that action is resolved the character must make another DC 10 Recovery Save or fall unconscious. Wounded Threshold
Death
Healing
Magical Healing. Magical healing restores HP as normal and removes the injured condition. A healing spell of a specific level or greater is often required to heal any permanent wounds. Replacing missing body parts may require a Regenerate spell. Mundane Healing. Mundane healing, such as the Treat Wounds and Battle Medic actions, provide healing as normal. Treating Injuries. A successful Treat Wounds action can remove the injured condition from a target in conjunction with 8 full hours of rest. This use of the Treat Wounds action requires a Medicine check with the High DC for the level of the creature you are treating.
Long-Term Rest. Characters using the Long-Term Rest action during Downtime mode may remove the injured condition in addition to its normal effects. Additionally, this action can be used to help speed up recovery from wounds (see below).
Wounded
A wounded character is hampered 5 and has a -1 conditional penalty to attack rolls, AC, and saving throws. The wounded condition heals in 3d4 weeks naturally, or with the application of a 3rd level or higher healing spell applied during Exploration or Downtime mode. This application of the spell does not provide any recovery of hit points and has a casting time of 10 minutes. Additionally, characters may take a Long-Term Rest action during Downtime mode to reduce the recovery time by an additional 1d3 days.
Recovery Save [d20]: Wound | Critical Wound | Result
Marked: The character is not wounded, but instead receives a permanent bruise, scar, or other alteration to their skin (burn, frostbite, etc.). An exposed and highly visible mark (such as on the face or hands) may cause a penalty to Charisma-based skill checks (GM discretion). This is highly culturally dependent, as some cultures may find such marks as an appealing token of strength and tenacity in battle, thus granting a bonus rather than a penalty (GM discretion).
Arterial Bleeding: The attack has opened a major artery, causing the character to bleed considerably. The character takes 1d4 persistent bleed damage each round at the end of their turn. This condition can be removed in a couple ways.
Disabled Body Part: The attack damaged a specific body part, causing an effect based on the body part that was damaged. The condition lasts until the part is fully healed (naturally or magically).
Disabled body parts heal in 3d4 weeks naturally, or with an application of a 2nd level or higher healing spell applied during Exploration or Downtime mode. This application of the spell does not provide any other benefits and has a casting time of 10 minutes. Alternatively, characters can take a Long-Term Rest action during Downtime mode to reduce the recovery time by an additional 1d3 days.
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